godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/IslandBuilder.h

126 lines
5.8 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Body/BodyID.h>
#include <Jolt/Core/NonCopyable.h>
#include <Jolt/Core/Atomics.h>
JPH_NAMESPACE_BEGIN
class TempAllocator;
//#define JPH_VALIDATE_ISLAND_BUILDER
/// Keeps track of connected bodies and builds islands for multithreaded velocity/position update
class IslandBuilder : public NonCopyable
{
public:
/// Destructor
~IslandBuilder();
/// Initialize the island builder with the maximum amount of bodies that could be active
void Init(uint32 inMaxActiveBodies);
/// Prepare for simulation step by allocating space for the contact constraints
void PrepareContactConstraints(uint32 inMaxContactConstraints, TempAllocator *inTempAllocator);
/// Prepare for simulation step by allocating space for the non-contact constraints
void PrepareNonContactConstraints(uint32 inNumConstraints, TempAllocator *inTempAllocator);
/// Link two bodies by their index in the BodyManager::mActiveBodies list to form islands
void LinkBodies(uint32 inFirst, uint32 inSecond);
/// Link a constraint to a body by their index in the BodyManager::mActiveBodies
void LinkConstraint(uint32 inConstraintIndex, uint32 inFirst, uint32 inSecond);
/// Link a contact to a body by their index in the BodyManager::mActiveBodies
void LinkContact(uint32 inContactIndex, uint32 inFirst, uint32 inSecond);
/// Finalize the islands after all bodies have been Link()-ed
void Finalize(const BodyID *inActiveBodies, uint32 inNumActiveBodies, uint32 inNumContacts, TempAllocator *inTempAllocator);
/// Get the amount of islands formed
uint32 GetNumIslands() const { return mNumIslands; }
/// Get iterator for a particular island, return false if there are no constraints
void GetBodiesInIsland(uint32 inIslandIndex, BodyID *&outBodiesBegin, BodyID *&outBodiesEnd) const;
bool GetConstraintsInIsland(uint32 inIslandIndex, uint32 *&outConstraintsBegin, uint32 *&outConstraintsEnd) const;
bool GetContactsInIsland(uint32 inIslandIndex, uint32 *&outContactsBegin, uint32 *&outContactsEnd) const;
/// The number of position iterations for each island
void SetNumPositionSteps(uint32 inIslandIndex, uint inNumPositionSteps) { JPH_ASSERT(inIslandIndex < mNumIslands); JPH_ASSERT(inNumPositionSteps < 256); mNumPositionSteps[inIslandIndex] = uint8(inNumPositionSteps); }
uint GetNumPositionSteps(uint32 inIslandIndex) const { JPH_ASSERT(inIslandIndex < mNumIslands); return mNumPositionSteps[inIslandIndex]; }
/// After you're done calling the three functions above, call this function to free associated data
void ResetIslands(TempAllocator *inTempAllocator);
private:
/// Returns the index of the lowest body in the group
uint32 GetLowestBodyIndex(uint32 inActiveBodyIndex) const;
#ifdef JPH_VALIDATE_ISLAND_BUILDER
/// Helper function to validate all islands so far generated
void ValidateIslands(uint32 inNumActiveBodies) const;
#endif
// Helper functions to build various islands
void BuildBodyIslands(const BodyID *inActiveBodies, uint32 inNumActiveBodies, TempAllocator *inTempAllocator);
void BuildConstraintIslands(const uint32 *inConstraintToBody, uint32 inNumConstraints, uint32 *&outConstraints, uint32 *&outConstraintsEnd, TempAllocator *inTempAllocator) const;
/// Sorts the islands so that the islands with most constraints go first
void SortIslands(TempAllocator *inTempAllocator);
/// Intermediate data structure that for each body keeps track what the lowest index of the body is that it is connected to
struct BodyLink
{
JPH_OVERRIDE_NEW_DELETE
atomic<uint32> mLinkedTo; ///< An index in mBodyLinks pointing to another body in this island with a lower index than this body
uint32 mIslandIndex; ///< The island index of this body (filled in during Finalize)
};
// Intermediate data
BodyLink * mBodyLinks = nullptr; ///< Maps bodies to the first body in the island
uint32 * mConstraintLinks = nullptr; ///< Maps constraint index to body index (which maps to island index)
uint32 * mContactLinks = nullptr; ///< Maps contact constraint index to body index (which maps to island index)
// Final data
BodyID * mBodyIslands = nullptr; ///< Bodies ordered by island
uint32 * mBodyIslandEnds = nullptr; ///< End index of each body island
uint32 * mConstraintIslands = nullptr; ///< Constraints ordered by island
uint32 * mConstraintIslandEnds = nullptr; ///< End index of each constraint island
uint32 * mContactIslands = nullptr; ///< Contacts ordered by island
uint32 * mContactIslandEnds = nullptr; ///< End index of each contact island
uint32 * mIslandsSorted = nullptr; ///< A list of island indices in order of most constraints first
uint8 * mNumPositionSteps = nullptr; ///< Number of position steps for each island
// Counters
uint32 mMaxActiveBodies; ///< Maximum size of the active bodies list (see BodyManager::mActiveBodies)
uint32 mNumActiveBodies = 0; ///< Number of active bodies passed to
uint32 mNumConstraints = 0; ///< Size of the constraint list (see ConstraintManager::mConstraints)
uint32 mMaxContacts = 0; ///< Maximum amount of contacts supported
uint32 mNumContacts = 0; ///< Size of the contacts list (see ContactConstraintManager::mNumConstraints)
uint32 mNumIslands = 0; ///< Final number of islands
#ifdef JPH_VALIDATE_ISLAND_BUILDER
/// Structure to keep track of all added links to validate that islands were generated correctly
struct LinkValidation
{
uint32 mFirst;
uint32 mSecond;
};
LinkValidation * mLinkValidation = nullptr;
atomic<uint32> mNumLinkValidation;
#endif
};
JPH_NAMESPACE_END